Posts Tagged coding

If you like my work, please consider contributing via Patreon. Obligatory GitHub Link. Over the weekend I finished level advancement for all twelve Player’s Handbook classes. I decided to celebrate by posting a randomly-generated character every hour for 24 hours,[…]↓ Read the rest of this entry…

I was super lax on blog updates last week, and I know my last update was a brief overview of stuff I did. So this post is literally no better. (Hopefully the rest of the week will be.) – I[…]↓ Read the rest of this entry…

If you like my work, please consider contributing via Patreon. Obligatory GitHub Link. Phew. This is a heady topic. Since I first wrote my algorithm to randomly assign deities to characters about a year ago, I got this idea in[…]↓ Read the rest of this entry…

If you like my work, please consider contributing via Patreon. Obligatory GitHub Link. I mentioned earlier this “cool thing” I found I could do in Java, where applying an Interface enabled “localized” access to enums stored within the Interface. One[…]↓ Read the rest of this entry…

So I accidentally discovered this incredibly cool thing that I didn’t know about Interfaces. Apparently when you create and apply an Interface to another object, enums declared within the Interface are treated like they’re uh, “local?” to the implementing object.[…]↓ Read the rest of this entry…

Obligatory GitHub Link. Over the holiday and weekend, I plowed through some massive rewrites/refactors of my character generator, applying lessons learned from working on Blades in the Dark. One of the bigger changes was consolidating several objects through the use[…]↓ Read the rest of this entry…

I pulled off a pretty significant refactor after spinning off the crew/faction project. Uh, at the point I reached I was no longer contributing directly (or indirectly) to the character generator project, and it just made sense to spin it[…]↓ Read the rest of this entry…